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Everything posted by Bernd Matthys
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There is no "Holly Grail" or "Golden" ratio. Matching "viewing speed" only "works" when the FOV difference isn't too big. Using the same viewing speed when the FOV cut's in half makes you crosshair very sensitive and there is little room for error. So these are the options you have. 1. Deal with it and learn to shoot with high sensitivity and little room for error. In the long run it might work, but it will take some serious dedication and practice. Also the hipfire sens needs to be low enough, but no matter the game if you can't do a 180° in one mouse slide it's a handicap imo. You can get away with it in games like CSGO or battlefield that aren't very fast paced and when they hit you in the back your dead anyway. But in games like Overwatch or Quake your screwed. 2. Use mouse acceleration. It's a nasty thought but something like this can help http://mouseaccel.blogspot.be/2015/11/quickstart-guide-to-configuring-driver.html It's a driver that uses a linear acceleration curve and has a "speed ceiling" you can configure, making flicks precise and won't affect your longer range tracking, So you can use low sens. But it i haven't any experience with it. 3. Use monitor matching. Well, we all know what that is and it isn't perfect but you can sync up the distance between hip and ADS of where most of your enemies are running when using ADS. 4. Don't give a sh*t. And that's what i'm been doing. In the end "flicking" is all about that split second when your crosshair is crossing the enemies head and having the reflex when to press that left mouse button. And your eyes are providing you that information. So when you can sync up that information with the time it takes for your body and finger to react, having the exact same mouse sensitivity isn't necessary. A couple of day's ago me and 2 friends have launched a website called http://www.3daimtrainer.com it convert in-game sensitivities and field of view to our aimtrainer providing you the exact same aim as in your selected game. And let you train your aim in a consistent environment, focusing on aiming only and way more efficient than in the game itself or any training mode. Anyway this site is provided with a lot a high quality video's and a guide https://www.3daimtrainer.com/science.html explaining you everything you need to know about aiming and how it actually works (also monitor matching and mouse behavior in 3D games) In one of those videos https://www.youtube.com/watch?v=URMezceozpk i show muscle memory and eye-hand coordination in the overwatch training arena. It actually takes me 10 minutes to adjust to a new sensitivity because the reflex my body has while passing the crosshair over the head is still the same. going from 28 to 44 aimed scope sensitivity took me 10 minutes to shoot those robots at the same rate, ofcourse in-game it takes longer because the hitboxes are 10x smaller (lol) but still my accuracy doesn't go down that much. What i mean is, don't overrate having the same sensitivity, there are other factors to that are at least so important So that are my 4 options
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Need slightly more clarification on monitor distance matching
Bernd Matthys replied to Kilroy's topic in Technical Discussion
Allright second try (Using DNAMITE methode) So in my previous calculation my arc distance was correct, but i didn't convert back to desktop like i should. I will use pixels again, like in my previous calculation. data: Game: Overwatch Sens: 7 DPI: 640 Res: 2560*1440 FOV hipfire: 103 FOV Scope: 51 Step 1: Calculating Arc distance (Image length) We know the chord which is the horizontal display resolution = 2560p We know the hipfire angle = 103° or 1.79769 RADS And we know the scope angle = 51° or 0.89012 RADS To skip in calculations this means that: Hipfire circle radius = 1635.5566p Scope circle radius = 2973.2102p So the arc length (3D image) is: Hipfire circle arc length = Radius * Angle (RADS) = 1635.5566 * 1.79769 = 2940.222467p Scope circle arc length = Radius * Angle (RADS) = 2973.2102 * 0.89012 = 2646.507707p Step 2: Calculating % difference with chord (2D desktop) Hipfire 103FOV: ((2940.2224-2560) / 2560)*100 = 14.8524011% Scope 51FOV: ((2646.507707-2560) / 2560)*100 = 3.3792073% Convert to cm 2560p @ 640DPI = 2560/640 = 4 Inch or 10.16 cm For hipfire: 360°/103FOV (10.16cm - 14.85244011%) = 30.236477 cm to match chord (desktop) speed For Scope: 360°/51FOV (10.16cm - 3.3772073%) = 69.294159 cm to match chord (desktop) speed in % (69.294159 / 30.236477) * 100 = 229.1740502704% Step 3: Calculate sensitivity Scope sensitivity = Hipfire sensitivity * 229.1740502704% = 30.9253 cm * 229.1740502704% = 70.872762 cm And if you use the distance calculator and put in this value for Widow scope you get. Sensitivity: 7 Relative Aim Sensitivity While Scoped: 44 Which is the same as the Wizard posted earlier. But that doesn't mean it's correct for all other sensitivities. -
Need slightly more clarification on monitor distance matching
Bernd Matthys replied to Kilroy's topic in Technical Discussion
I see. Thx for the info wizard! But i still think that 741411cm is too fast for the widow scope. despite the calculation is correct -
Need slightly more clarification on monitor distance matching
Bernd Matthys replied to Kilroy's topic in Technical Discussion
That's easy, but not in the Wizards post. The DPI in the example was: 640. So: 2940.2224/103*360 = 10276.5055 counts / 640 DPI = 16.570 Inch or 40.7849 cm for 360. grtz -
Need slightly more clarification on monitor distance matching
Bernd Matthys replied to Kilroy's topic in Technical Discussion
I've read the post and i'm gonna try to put this info into a practical example here, while i'm quite sure it isn't correct. Goal: Syncronize Overwatch hipfire crosshair speed with Widowmakers scope. Data: Game: Overwatch DPI: 640 Sensitivity: 7 FOV Hipfire: 103° FOV Scope Widow: 51° Screenresolution: 2560*1440 Step 1: Calculate circular arc length (image length) We know the chord which is the horizontal display resolution = 2560p We know the hipfire angle = 103° or 1.79769 RADS And we know the scope angle = 51° or 0.89012 RADS That is everything we need to know to calculate the circular arc length since the radius of the circle can be easily calculated. I'm not gonna make this post endless so here's the result: Hipfire circle radius = 1635.5566p Scope circle radius = 2973.2102p So the arc length (3D image) is: Hipfire circle arc length = Radius * Angle (RADS) = 1635.5566 * 1.79769 = 2940.2224p Scope circle arc length = Radius * Angle (RADS) = 2973.2102 * 0.89012 = 2646.5077p Step 2 % Calculate decrease The % decrease between hipfire arc length and scope arc length is: ((2646.5077 - 2940.2224) / 2940.2224)*100 = 9.9895% Meaning the scoped image projected on the screen is 9.9895% shorter than the hipfire image. Step 3 Synchronizing both crosshair speeds Hipfire: 103 FOV sensitivity 7 @ 640DPI = 30.9253 cm 360° Turn (360/103) = 8.84807 cm to move my crosshair from edge to edge Scope: 51 FOV This means for scoped = (360/51)*(8.84807- (8.84807*0.09895)) = 56.2768 cm 360° Turn. I'm quite sure this isn't correct at all because that's bloody fast! But it's the first try. So if there are any people that want to correct this, by all means do :-) Grtz -
The distance your mouse travels between both games will only be the same at the match percentage selected by you and not across the whole display or any other point for that matter if the FOV isn't the same. To keep the difference across the whole display as small as possible 50% is the best match. I don't have any advice, because their isn't any. The only thing you can do is match your field of view for all games. For bf1 this isn't a problem since it goes up to 133 FOV horizontal. So bf1 and overwatch can be perfectly matched for rainbow six I don't know the maximum FOV limit but if it's smaller than 103 degrees it's not possible to have consistent aim between both games.
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if your FOV isn't the same your aim won't be the same also, the bigger the FOV the faster your crosshair travels from point A to B. in other words, it's impossible to have consistent aim across the whole display between games with different FOV like Overwatch or CSGO since CSGO uses 106.26 FOV for a 16:9 widescreen display and overwatch a maximum of 103° FOV. So your aim won't be the same and your flick shots will indeed suffer from that if you switch between those 2 games. And while 3.26° difference doesn't seems that much, it's in fact a huge difference for flick shooting because your crosshair travels at different speeds.
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That would indeed be nice, the sensitivity slider has the same value's as Dishonored 1 but the sensitivity behind it is off, it's a lot slower than DH1
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I'm usually the guy with the answers but since i don't play this game (yet) i haven't given it a lot of attention either. Anyway now i look at it, the complexity seems to be only going up for this game when you want to synchronize your hipfire with any ADS scope, and that is what most people want to achieve i suppose. And at this point i think most people fresh on this site (or not) aren't even gonna try to accomplish this because of the overwhelming numbers of parameters and complexity. Some of you guys have put a lot of work into this and it would be a damn waste if people can't use this to it's full potential. That's why we are in SERIOUS need for a FULL guide around this game (given it's popularity) to sort this mess out and synchronize as good as possible your hipfire crosshair distance with ADS scopes Now i'm not the guy that's gonna write this guide meanly because at this point i don't have all the knowledge to write it, and it will take some time (i don't have) to acquire this to get the full picture for explain everything you need to know. But i can give the framework. 1. First of definitions for all parameters for this game, what they are and affect. (for both config and in-game section) That will clear out a lot already. GstInput.MouseSensitivity GstInputUniformSoldierAimingCoefficient (difference with SoldierZoomSensitivityAll? and 1.33 / 1.78 (4:3/16:9)) GstInput.SoldierZoomSensitivity#x## GstInput.SoldierZoomSensitivityAll 2. How to start and set up your game parameters for the best results in syncing hipfire with ADS. 3. Translate this to the calculator which fields needs which parameter 4. How to sync different scopes using the calculator. (since the USA already does something similar as the "monitor match" from the calculator how does it affect one another if you match at 50% for example) Some things are explained in the wizards tutorial video of course, but the different parameters are confusing for a lot of people i guess. Anyway this would be very helpful for a lot of people and will give this site a nice earned boost
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I suggest you all wait for the wizard to update the calculator instead of messing with your hand-eye coordination. When updated that will be the one and only 100% accurate solution, and not the crap people are spreading on reddit or other blogs. Just be patient it's a very nasty and time consuming job to get the calculations right for all scopes and USA, and i know because i did it on my own for a couple of games.
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Actual HFOV: and couple of other questions
Bernd Matthys replied to AIucardd's topic in Technical Discussion
Actual FOV, means the horizontal FOV based on your resolution or ratio, so the most used and most straight forward way of expressing your field of view. So for example CSGO uses a "horizontal FOV 4:3 Ratio based" which means that your actual FOV on a 4:3 ratio display is 90° But when you use a wideview display like 1920*1080p or 16:9 ratio your actual FOV is not 90° like on a 4:3 ratio display but 106.26° because you are using a wider display. So the game still states that your FOV is 90° because the calculation it uses is based on a 4:3 display ratio but in fact your actual FOV is 106.26° because if you convert 4:3 ratio to 16:9 ratio you gain 16.26° in field of view because of the wider display. That solves the first question. Next up: the monitor distance. It's quite easy, if you want to synchronize your mouse movement with your crosshair movement meaning that in every game it moves the same amount of distance you should use monitor distance. For example: In CSGO my actual FOV is 106.26 on a 16:9 ratio display and my sensitivity is 1.38 using a DPI of 1000 meaning that if i move my mouse 1 inch my crosshair moves 2.1 inches. and my 360 turn is 11.85 inches If i want to synchronize this with overwatch which has a maximum actual FOV of 103° i need to use monitor distance since i cannot synchronize the FOV's so in that case my sensitivity is 4.39 for overwatch but my 360 turn is 12.49 inch instead of the 11.85 inch from CSGO because i use a different FOV in overwatch than in CSGO If you want to match your 360 turn you can but then the mouse/crosshair movement will deviate between the two games. So when you cannot match your FOV like when using scopes and ADS it's wise to use monitor distance since it synchronizes mouse/crosshair movement between different FOV's. Got it? -
I wonder why they changed it again, their is absolutely no need for this what so ever. The range is more then wide enough from 1 inch to 100 if you want to, i don't understand why they need to change it every f*cking time! I guess they want to mess up your muscle memory up with every new game lol
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Need help converting cs go sens to windows
Bernd Matthys replied to navidmoezinia's topic in Technical Discussion
50% is the middle ground, the video isn't explaining it very well either and i don't think anyone but only 2 people understand what's really going on. That's why i will take the time and explain this once and for all! It's a very common mistake to think that you can match your desktop sens with a FPS game, because you cannot. The best you can do is 50% and i will try to explain why. Every FPS game uses the rectilinear projection methode to visualize the environment, this is because you need to create peripheral vision and the perception of depth but because you are projecting this image on your flat 2D monitor display, it's impossible too create real depth at all. So to accomplish this perception they are "bending" the image creating a cylindrical shaped image and that's the arc that you see in the video. A high FOV like in FPS games means forcing the image to bend because your display can't project the whole environment with a flat image the only solution is to bend it too create more space. but when you overdue the FOV increase the image will start to distort and somewhat collapse at a certain point. It feels like the image is bowed inwards like someone pushes a needle or pin into the center. That’s why this effect is also called “pincushion distortion” which makes objects at the edge of the display unnaturally large in scale and will tend to misestimate the size and shape of objects, giving misleading visual information since the objects will rescale and significant decrease in size when turning towards them. So, the in-game image is bent and your desktop surface image is not, even so they both are projected on the same evenly sized display. This means that the in-game image is in fact larger the the desktop image when it would be projected flat like the desktop image. But since it's projected cylindrical, every object needs to "rescale" to fit on your display and that what's causing the "pincushion" effect and your mouse movement will act by it, meaning that when you turn towards an enemy at the edge of your display, your mouse movement will go faster then your desktop movement and your enemy will look bigger, but once you past the "50%" mark of your display (50% = pixel number x-axis: 480 / y-axis: 540 on a 1920-1080p counting from bodem left) the mouse movement will start to go slower then your desktop movement and your enemy will rescale and be smaler. So your in-game mouse movement is not linear but your desktop mouse movement obviously is, meaning it's impossible to match your desktop mouse movement with your game across the whole line, but only at one point. 50% matching means that you synchronize your desktop mouse movement with your in-game mouse movement at pixel number x-480 and 1440 / y-540. So the distance your mouse will travel to reach this pixel is the same between game and desktop. (but only at that point!) Since this is the middle between the center and the edge of your display it's the best you can do too bring the deviation to a minimal across the whole line. If you would take 100% match it would mean that the synchronization is at the edge of your display. So the deviation between 0% and 74% will be larger then when you sync at 50%. 100% match will only be more accurate then 50% match once you past the 75% mark, 50% covers more of the spectrum then 100%, and that's why you need to sync at 50% and not at 100% for the most accurate result Amen to that! -
How did you come to the conclusion that their is a difference? Did you measure it? if so, how? Or do just just "feel" something is off? Is this also the case with other games? and did you check the web if other people also report the same issues with this mouse or game? Because i think it's the mouse and not the game to be honest. So before asking around, make sure it's not the mouse.
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Same as BF4
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Windows to CSGO is inaccurate.
Bernd Matthys replied to hellothere's topic in Feedback, suggestions and bugs
i agree, at this point it's already more then complicated enough for everyone. and most people don't have the slightest idea of what's going on actually. so leaving this locked is the best idea. -
i dont really understand v5.0 MATCH AT , pls help me
Bernd Matthys replied to starryson's topic in Technical Discussion
in fact "pincushion distortion" the opposite of the fish eye effect which makes objects at the sides of the display unnaturally large in size and shape and increases along with the field of view. This will tend to misestimate the size and shape of objects and gives misleading visual information since the objects will significant decrease in size when turning towards them. This can have a negative impact on your overall aim when the effect is heavily noticeable. 50% is just the middle ground of the center and the edge of your screen and is about the best you can do for matching sensitivity across the whole field of view. it will never be perfect but it will be a lot better then matching 100%. The reason for this is the closer your mouse moves towards 50% the better both sensitivities are matched meaning the deviation is smaller. So the deviation in sensitivity between 1% and 50% is smaller then between 1% and 100%. When matching 100% the deviation narrows more down then 50% once you past the point of 75% mouse movement. Decreasing your field of view also helps since it reduces the cylindrical effect of the image making it more flat and linear like the desktop environment. But this gives other implications of course. -
i dont really understand v5.0 MATCH AT , pls help me
Bernd Matthys replied to starryson's topic in Technical Discussion
You clearly didn't understand the instruction video and to be honest i can't blame you because it isn't explained very great either! The wizard assumes that people watching this know about the fact that FPS engines are using a rectilinear projection method to visualize the environment on your flat display making the displayed image itself have a cylindrical shape in relation with the FOV. And that's the arc circle you see from the top perspective which is different for every FOV and the reason why you can only match the sensitivity to one point of the screen with different FOV. He didn't mention anything about this or about the "pincushion distortion" effect which has also an important impact on this. But hey, i'm not going to give you a whole lecture about all of this. That's the wizards job . What i can tell you is that you can't match your desktop sensitivity with overwatch, since desktop movement is a 100% linear movement. the only thing you can do is match one point so, i suggest to match at 50% which means that the distance from the center of your screen and 50% is the same for desktop as for overwatch. This also means that the discrepancy is reduced to a minimum for all other distances since that's the point the deviates the most from the 50% FOV point. grtz -
thx for this wizard i didn't knew logitech supported this :-)
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i see, i used auto hotkey but it doesn't work in BF4, (for obvious reasons i guess) i want to do some simulations in BF4 would you mind posting the XML script for logitech. thx wizard.
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What script or program did you use for simulating the mouse movement Wizard?
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i disagree completely and this is why. When you just match your 360 spin then you are getting with a different FOV other visual information, depending on the FOV the target distance on the screen will change. Your muscle memory for aim is build from your eye-hand coordination, meaning that your eyes are leading your hand (and mouse) to the target. When your eyes always getting different information because of the FOV change your hand always needs to adapt so no solid muscle memory can be formed since the information your getting is different. And muscle memory is all about consistency especially when it comes to aiming. Always having the same visual information in coordination with your hand movement is the only way to get great aiming skills. and this is exactly what this new calculator does.
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I recalculated your example for a FOV of 90 4:3 based CSGO and 103 for overwatch with the same settings you used and these are my results for the moment. Results For CSGO. 50% rotation = 0.88774 inch @ 33.689 degrees. Sensitivity = 0.75 Calculation Results 0.88774 inch = 1,971283213 in-game sens. overwatch. Results For Overwatch 50% rotation = 0.88832 inch @ 32.15289 degrees. Sensitivity = 1.97 So these are the same as yours but i still have a couple of questions. Why do you give the option to match different % when 50% is the one you use for this example? and the way you say it, the most accurate? Also i can't figure out for the moment how you calculate the 1 inch ratio. Anyway i still don't understand it completely but my insights are getting better. Still, eager to learn EDIT: got the 1 inch ratio also Not that complicated after all to calculate
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So a far shot, I my thoughts are correct (which I doubt), what you mean is that when you project a 3D world on a 2D monitor the distance you cover in the world when turning from 0% to 50% will be different (smaller?) then from 50 to 100% depending on the FOV (and sensitivity?) Because you flatten the curved line of your 360 world circle against the monitor screen causing the fish eye effect. And matching 50% is the sweet spot because that's the middle? If I'm correct this will be even more challenging to calculate then v4. Also what about curved screens? People will need to give the information on that also I guess. Since they bend a bit with the world. @ streammix Use 2,50 when using same FOV (90).that will be spot on.